Perhaps we could please those that want to try the drama cards and those that don't and fence sitters by allowing players to buy drama cards for later use with action dice and a conversion rate that is appropreate?

With Labor Day (US) coming up, I will be off the boards over the weekend. I should be able to post today (Friday) and possibly once early Saturday, but after that it will be Tuesday afternoon before I'm back.

I'm expecting it will mostly be conversation (hopefully handled by our nobles) and exposition for the next few days. If more is needed, I'll trust Krensky to arrange for something to keep the story going and interesting.

Path of LiberationI: You gain the Iron Will feat.II: You may cast Bravery and Knock once per scene.III: You may cast Freedom of Movement and Remove Curse II once per scene.IV: Your teammates who can see and hear you benefit from your Iron Will feat.V: You may cast Mind Blank and Protection form Spells once per scene.

BraveryLevel: 2 HealingCasting Time: 1 full actionDistance: PersonalArea: 20 ft. penetrating sphereDuration: 1 minute per casting levelEffect: All creatures within the area of effect are immune to the effects of the frightened, paralyzed, and shaken conditions until the spell ends or they leave the area.

Note that Bravery is still in flux. Also, Iomedae's opposing alignment changes to Rovagug.

« Last Edit: September 03, 2010, 10:55:36 PM by Krensky »

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We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von BraunRight now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.There's no upside in screwing with things you can't explain. - Captain Roy Montgomery

I've got a Harrowing deck already (it's currently never been used, excepting a couple of 'test' readings' - I was kinda hoping it would be more like an actual tarot deck).

Are the drama cards the new Paizo plot deck? I've been looking at that but not bought it.

Actually, yes.

I was thinking of treating each card as allowing a four (or better with a good description) die narrative control for the cards theme. Player proposes, and GM tells the actual effect. You could still use the card for it's mechanical effect as well. The plot cards all have a theme and a mechanical effect, you can play them to invoke either one, but only one effect.

As for the Harrow, I detest the backs, but otherwise they work well. Largely since they lack the background and familiarity of the tarot, and that they're written around D&D/Pathfinder's metaphysics (the nine alignments). I also like how the reader often has an out to ignore spurious cards unless they are matches or the role card.

Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von BraunRight now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.There's no upside in screwing with things you can't explain. - Captain Roy Montgomery

Last post modified to show the random number Krensky requested for Harrowing readings.

I'll use it, but for everyone's future refrence, it's not a random number. A harrowing involves the harrower to ask the harrowee what they are seeking, determining the attribute relevant and then asking the harrowee to pick a card from the appropriate suit.

Since I can't deal those cards onto the table, I need to ask you to pick one some other way. There are nine cards per suit, so pick a number 1 - 9.

Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von BraunRight now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.There's no upside in screwing with things you can't explain. - Captain Roy Montgomery

BraveryLevel: 2 HealingCasting Time: 1 full actionDistance: PersonalArea: 20 ft. penetrating sphereDuration: 1 minute per casting levelEffect: All creatures within the area of effect are immune to the effects of the frightened, paralyzed, and shaken conditions until the spell ends or they leave the area.

I've got a Harrowing deck already (it's currently never been used, excepting a couple of 'test' readings' - I was kinda hoping it would be more like an actual tarot deck).

Are the drama cards the new Paizo plot deck? I've been looking at that but not bought it.

Actually, yes.

I was thinking of treating each card as allowing a four (or better with a good description) die narrative control for the cards theme. Player proposes, and GM tells the actual effect. You could still use the card for it's mechanical effect as well. The plot cards all have a theme and a mechanical effect, you can play them to invoke either one, but only one effect.

As for the Harrow, I detest the backs, but otherwise they work well. Largely since they lack the background and familiarity of the tarot, and that they're written around D&D/Pathfinder's metaphysics (the nine alignments). I also like how the reader often has an out to ignore spurious cards unless they are matches or the role card.

Plot cards sound good, count me in if you do decide to use them.

I agree about the backs of the Harrow deck, what's wrong with making something that's supposed to be an ingame item look a bit more remotely like something a fantasy-pseudo medieval person would use, instead of looking like a modern game.

Each card has a title or theme and mechanical effect. When played you can get a narrative effect equivalent or better then a 4 die effect within it's theme. Alternatively, you may use the card for it's mechanical effect. Using a card for it's theme successfully nets that party a bonus of 25 base XP.

You get one card now and one every time you level and can hold them as long as you want. If you 'play' a card and we (the 'table') can't work out what it means you get a new one. Some cards only make sense if played in relation to yourself, or in relation to others, but most can target any character. Similarly some only make sense on your action, but most can be played anytime.

Now people, be adults and only look at your card. You can let others know, or keep it to yourself.

The cards have the format of:

Theme - Mechanical effect - Example uses

(click to show/hide)

Agony of Defeat - Target treats the next d20 roll as if it were a natural 1. - Everything comes crashing down, a shield breaks in half, a blade slips past armor, or hope goes up in smoke.

(click to show/hide)

Erratic Behavior - Roll d6: if odd, -10 penalty on next roll; if even, +10 bonus on next roll. - Someone behaves unpredictably, a fluke causes a bewildering effect, someone seems to intentionally fail, or a sure thing has an unexpected result.

(click to show/hide)

Path Least Traveled - Target takes a -10 penalty on a Tracking check. - You discover a hidden shortcut, an opponent opens a secret door, you take the more difficult route, or someone vanishes without a trace.

(click to show/hide)

Something Lost - Target takes a -10 penalty on a single Awareness check. - You loose something you own, you loose your way, you loose sight of someone, or you loose your train of thought.

(click to show/hide)

Unwelcome Arrival - GM rolls for a random encounter that starts as hostile toward target. - The town guard makes and inspection, a monster is attracted to the camp's light, a raging storm rises without warning, or an old nemesis stops at the same inn.

(click to show/hide)

Where'd That Come From? - Target becomes hidden for the next three rounds. - Something totally unexpected occurs, a stray arrow strikes and opponent, you discover just the item you need, or you are the target of a random event.

(click to show/hide)

Rock and a Hard Place - Target cannot make any free attacks and does not count for adjacency for 1 round. (In the original this is no attack of opportunity.) - A bad situation gets worse, a second threat makes and appearance, a choice has only two terrible outcomes, or you must do something unexpected.

(click to show/hide)

Envy - Target receives a + circumstance bonus on a Conceal Action check. - You covet someone else's possession, everyone loves you new outfit, a secretive rival seeks to replace you, or a thief makes you his next target.

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We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von BraunRight now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.There's no upside in screwing with things you can't explain. - Captain Roy Montgomery

When I said using a plot card for it's theme I meant in a way that is primarily non-mechanical. Something more sub-plot like then action die like.

Logged

We can lick gravity, but sometimes the paperwork is overwhelming. - Werner von BraunRight now you have no idea how lucky you are that I am not a sociopath. - A sign seen above my desk.There's no upside in screwing with things you can't explain. - Captain Roy Montgomery

"A bad situation gets worse, a second threat makes an appearance, a choice has only two terrible outcomes, or you must do something unexpected."

Is this all about adding a challenging subplot for some or all of the party, as and when it seems appropriate?

Alternatively, could I use this to target non-party members? e.g. in an out-of-combat bargaining position to push someone to decide between two terrible - for them - outcomes ("Either you let us defend this village effectively, or we walk away. We won't risk our lives for your scruples"), or as a hostile way to put extra plot-related pressure on the BBEG ("The church of Iomedae starts paying close attention to these nefarious goings on as well"), and hence feed us potential allies?

Path of LiberationI: You gain the Iron Will feat.II: You may cast Bravery and Knock once per scene.III: You may cast Freedom of Movement and Remove Curse II once per scene.IV: Your teammates who can see and hear you benefit from your Iron Will feat.V: You may cast Mind Blank and Protection form Spells once per scene.

Sugest changing V to...

Liberation V: Your teamates able to see and hear you gain Iron Will as a temporary feat.

...And then creating something new for Liveration IV (spell casting, other effect, etc.). One advantage of this change is that if your teamates allready have Iron Will, its easier ot stop short of that step without being blocked from the final bit of spellcasting.

Quote

BraveryLevel: 2 HealingCasting Time: 1 full actionDistance: PersonalArea: 20 ft. penetrating sphereDuration: 1 minute per casting levelEffect: All creatures within the area of effect are immune to the effects of the frightened, paralyzed, and shaken conditions until the spell ends or they leave the area.